/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#include "GridStates.h"
#include "GridNotifiers.h"
#include "Grid.h"
#include "Log.h"

void InvalidState::Update(Map &, NGridType &, GridInfo &, const uint32 &/*x*/, const uint32 &/*y*/, const uint32 &) const { }

void ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 &x, const uint32 &y, const uint32 &t_diff) const
{
    // Only check grid activity every (grid_expiry/10) ms, because it's really useless to do it every cycle
    info.UpdateTimeTracker(t_diff);
    if (info.getTimeTracker().Passed())
    {
        if (grid.ActiveObjectsInGrid() == 0 && !m.ActiveObjectsNearGrid(x, y))
        {
            ObjectGridStoper stoper(grid);
            stoper.StopN();
            grid.SetGridState(GRID_STATE_IDLE);
            sLog.outDebug("Grid[%u,%u] on map %u moved to IDLE state", x, y, m.GetId());
        }
        else
        {
            m.ResetGridExpiry(grid, 0.1f);
        }
    }
}

void IdleState::Update(Map &m, NGridType &grid, GridInfo &, const uint32 &x, const uint32 &y, const uint32 &) const
{
    m.ResetGridExpiry(grid);
    grid.SetGridState(GRID_STATE_REMOVAL);
    sLog.outDebug("Grid[%u,%u] on map %u moved to REMOVAL state", x, y, m.GetId());
}

void RemovalState::Update(Map &m, NGridType &grid, GridInfo &info, const uint32 &x, const uint32 &y, const uint32 &t_diff) const
{
    if (!info.getUnloadLock())
    {
        info.UpdateTimeTracker(t_diff);
        if (info.getTimeTracker().Passed())
        {
            if (!m.UnloadGrid(x, y, false))
            {
                sLog.outDebug("Grid[%u,%u] for map %u differed unloading due to players or active objects nearby", x, y, m.GetId());
                m.ResetGridExpiry(grid);
            }
        }
    }
}
